Пример #1
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        public static ShadingState createDiffuseBounceState(ShadingState previous, Ray r, int i)
        {
            ShadingState s = new ShadingState(previous, previous.istate, r, i, 2);

            s.diffuseDepth++;
            return(s);
        }
Пример #2
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        public static ShadingState createRefractionBounceState(ShadingState previous, Ray r, int i)
        {
            ShadingState s = new ShadingState(previous, previous.istate, r, i, 2);

            s.refractionDepth++;
            return(s);
        }
Пример #3
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 public void initCausticSamples(ShadingState state)
 {
     if (causticPhotonMap != null)
     {
         causticPhotonMap.getSamples(state);
     }
 }
Пример #4
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 public void initLightSamples(ShadingState state)
 {
     foreach (LightSource l in lights)
     {
         l.getSamples(state);
     }
 }
Пример #5
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        public Color shadeHit(ShadingState state)
        {
            state.getInstance().prepareShadingState(state);
            IShader shader = getShader(state);

            return((shader != null) ? shader.GetRadiance(state) : Color.BLACK);
        }
Пример #6
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        /**
         * Trace the shadow ray, attenuating the sample's color by the opacity of
         * intersected objects.
         *
         * @param state shading state representing the point to be shaded
         */
        public void traceShadow(ShadingState state)
        {
            Color opacity = state.traceShadow(shadowRay);

            Color.blend(ldiff, Color.BLACK, opacity, ldiff);
            Color.blend(lspec, Color.BLACK, opacity, lspec);
        }
Пример #7
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 /**
  * Get the radiance seen through a particular pixel
  *
  * @param istate intersection state for ray tracing
  * @param rx pixel x coordinate
  * @param ry pixel y coordinate
  * @param lensU DOF sampling variable
  * @param lensV DOF sampling variable
  * @param time motion blur sampling variable
  * @param instance QMC instance seed
  * @return a shading state for the intersected primitive, or
  *         <code>null</code> if nothing is seen through the specifieFd
  *         point
  */
 public ShadingState getRadiance(IntersectionState istate, float rx, float ry, double lensU, double lensV, double time, int instance)
 {
     if (bakingPrimitives == null)
     {
         Ray r = camera.getRay(rx, ry, imageWidth, imageHeight, lensU, lensV, time);
         return(r != null?lightServer.getRadiance(rx, ry, instance, r, istate) : null);
     }
     else
     {
         Ray r = new Ray(rx / imageWidth, ry / imageHeight, -1, 0, 0, 1);
         traceBake(r, istate);
         if (!istate.hit())
         {
             return(null);
         }
         ShadingState state = ShadingState.createState(istate, rx, ry, r, instance, lightServer);
         bakingPrimitives.prepareShadingState(state);
         if (bakingViewDependent)
         {
             state.setRay(camera.getRay(state.getPoint()));
         }
         else
         {
             Point3  p = state.getPoint();
             Vector3 n = state.getNormal();
             // create a ray coming from directly above the point being
             // shaded
             Ray incoming = new Ray(p.x + n.x, p.y + n.y, p.z + n.z, -n.x, -n.y, -n.z);
             incoming.setMax(1);
             state.setRay(incoming);
         }
         lightServer.shadeBakeResult(state);
         return(state);
     }
 }
Пример #8
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 public Color getGlobalRadiance(ShadingState state)
 {
     if (giEngine == null)
     {
         return(Color.BLACK);
     }
     return(giEngine.getGlobalRadiance(state));
 }
Пример #9
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        public static ShadingState createPhotonState(Ray r, IntersectionState istate, int i, PhotonStore map, LightServer server)
        {
            ShadingState s = new ShadingState(null, istate, r, i, 4);

            s.server = server;
            s.map    = map;
            return(s);
        }
Пример #10
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        public static ShadingState createFinalGatherState(ShadingState state, Ray r, int i)
        {
            ShadingState finalGatherState = new ShadingState(state, state.istate, r, i, 2);

            finalGatherState.diffuseDepth++;
            finalGatherState.includeLights   = false;
            finalGatherState.includeSpecular = false;
            return(finalGatherState);
        }
Пример #11
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 public Color getIrradiance(ShadingState state, Color diffuseReflectance)
 {
     // no gi engine, or we have already exceeded number of available bounces
     if (giEngine == null || state.getDiffuseDepth() >= maxDiffuseDepth)
     {
         return(Color.BLACK);
     }
     return(giEngine.getIrradiance(state, diffuseReflectance));
 }
Пример #12
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        public static ShadingState createState(IntersectionState istate, float rx, float ry, Ray r, int i, LightServer server)
        {
            ShadingState s = new ShadingState(null, istate, r, i, 4);

            s.server = server;
            s.rx     = rx;
            s.ry     = ry;
            return(s);
        }
Пример #13
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        public static ShadingState createGlossyBounceState(ShadingState previous, Ray r, int i)
        {
            ShadingState s = new ShadingState(previous, previous.istate, r, i, 2);

            s.includeLights   = false;
            s.includeSpecular = false;
            s.reflectionDepth++;
            return(s);
        }
Пример #14
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        public ShadingState traceFinalGather(ShadingState previous, Ray r, int i)
        {
            if (previous.getDiffuseDepth() >= maxDiffuseDepth)
            {
                return(null);
            }
            IntersectionState istate = previous.getIntersectionState();

            scene.trace(r, istate);
            return(istate.hit() ? ShadingState.createFinalGatherState(previous, r, i) : null);
        }
Пример #15
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        void shadePhoton(ShadingState state, Color power)
        {
            state.getInstance().prepareShadingState(state);
            IShader shader = getPhotonShader(state);

            // scatter photon
            if (shader != null)
            {
                shader.scatterPhoton(state, power);
            }
        }
Пример #16
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        public Color traceRefraction(ShadingState previous, Ray r, int i)
        {
            // limit path depth and disable caustic paths
            if (previous.getRefractionDepth() >= maxRefractionDepth || previous.getDiffuseDepth() > 0)
            {
                return(Color.BLACK);
            }
            IntersectionState istate = previous.getIntersectionState();

            scene.trace(r, istate);
            return(istate.hit() ? shadeHit(ShadingState.createRefractionBounceState(previous, r, i)) : Color.BLACK);
        }
Пример #17
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        public void shadeBakeResult(ShadingState state)
        {
            IShader shader = getShader(state);

            if (shader != null)
            {
                state.setResult(shader.getRadiance(state));
            }
            else
            {
                state.setResult(Color.BLACK);
            }
        }
Пример #18
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 /**
  * Prepare the shading state for shader invocation. This also runs the
  * currently attached surface modifier.
  *
  * @param state shading state to be prepared
  */
 public void prepareShadingState(ShadingState state)
 {
     geometry.prepareShadingState(state);
     if (state.getNormal() != null && state.getGeoNormal() != null)
     {
         state.correctShadingNormal();
     }
     // run modifier if it was provided
     if (state.getModifier() != null)
     {
         state.getModifier().modify(state);
     }
 }
Пример #19
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 private Color lookupShadingCache(ShadingState state, IShader shader)
 {
     lock (lockObj)
     {
         if (state.getNormal() == null)
         {
             return(null);
         }
         cacheLookups++;
         int        cx   = (int)(state.getRasterX() * shadingCacheResolution);
         int        cy   = (int)(state.getRasterY() * shadingCacheResolution);
         int        hash = hashfunc(cx, cy);
         CacheEntry e    = _shadingCache[hash & (_shadingCache.Length - 1)];
         if (e == null)
         {
             cacheEmptyEntryMisses++;
             return(null);
         }
         // entry maps to correct pixel
         if (e.cx == cx && e.cy == cy)
         {
             // search further
             for (Sample s = e.first; s != null; s = s.next)
             {
                 if (s.i != state.getInstance())
                 {
                     continue;
                 }
                 // if (s.prim != state.getPrimitiveID())
                 // continue;
                 if (s.s != shader)
                 {
                     continue;
                 }
                 if (state.getNormal().dot(s.nx, s.ny, s.nz) < 0.95f)
                 {
                     continue;
                 }
                 // we have a match
                 cacheHits++;
                 return(s.c);
             }
         }
         else
         {
             cacheWrongEntryMisses++;
         }
         return(null);
     }
 }
Пример #20
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            public void Run()
            {
                ByteUtil.InitByteUtil();
                IntersectionState istate = new IntersectionState();

                for (int i = start; i < end; i++)
                {
                    lock (lockObj)
                    {
                        UI.taskUpdate(server.photonCounter);
                        server.photonCounter++;
                        if (UI.taskCanceled())
                        {
                            return;
                        }
                    }

                    int qmcI = i + seed;

                    double rand = QMC.halton(0, qmcI) * histogram[histogram.Length - 1];
                    int    j    = 0;
                    while (rand >= histogram[j] && j < histogram.Length)
                    {
                        j++;
                    }
                    // make sure we didn't pick a zero-probability light
                    if (j == histogram.Length)
                    {
                        continue;
                    }

                    double  randX1 = (j == 0) ? rand / histogram[0] : (rand - histogram[j]) / (histogram[j] - histogram[j - 1]);
                    double  randY1 = QMC.halton(1, qmcI);
                    double  randX2 = QMC.halton(2, qmcI);
                    double  randY2 = QMC.halton(3, qmcI);
                    Point3  pt     = new Point3();
                    Vector3 dir    = new Vector3();
                    Color   power  = new Color();
                    server.lights[j].getPhoton(randX1, randY1, randX2, randY2, pt, dir, power);
                    power.mul(scale);
                    Ray r = new Ray(pt, dir);
                    server.scene.trace(r, istate);
                    if (istate.hit())
                    {
                        server.shadePhoton(ShadingState.createPhotonState(r, istate, qmcI, map, server), power);
                    }
                }
            }
Пример #21
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        public void traceRefractionPhoton(ShadingState previous, Ray r, Color power)
        {
            if (previous.getRefractionDepth() >= maxRefractionDepth)
            {
                return;
            }
            IntersectionState istate = previous.getIntersectionState();

            scene.trace(r, istate);
            if (previous.getIntersectionState().hit())
            {
                // create a new shading context
                ShadingState state = ShadingState.createRefractionBounceState(previous, r, 0);
                shadePhoton(state, power);
            }
        }
Пример #22
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 private void addShadingCache(ShadingState state, IShader shader, Color c)
 {
     lock (lockObj)
     {
         // don't cache samples with null normals
         if (state.getNormal() == null)
         {
             return;
         }
         cacheEntryAdditions++;
         int        cx = (int)(state.getRasterX() * shadingCacheResolution);
         int        cy = (int)(state.getRasterY() * shadingCacheResolution);
         int        h  = hashfunc(cx, cy) & (_shadingCache.Length - 1);
         CacheEntry e  = _shadingCache[h];
         // new entry ?
         if (e == null)
         {
             e = _shadingCache[h] = new CacheEntry();
         }
         Sample s = new Sample();
         s.i = state.getInstance();
         // s.prim = state.getPrimitiveID();
         s.s  = shader;
         s.c  = c;
         s.nx = state.getNormal().x;
         s.ny = state.getNormal().y;
         s.nz = state.getNormal().z;
         if (e.cx == cx && e.cy == cy)
         {
             // same pixel - just add to the front of the list
             s.next  = e.first;
             e.first = s;
         }
         else
         {
             // different pixel - new list
             e.cx    = cx;
             e.cy    = cy;
             s.next  = null;
             e.first = s;
         }
     }
 }
Пример #23
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        private ShadingState(ShadingState previous, IntersectionState istate, Ray r, int i, int d)
        {
            this.r      = r;
            this.istate = istate;
            this.i      = i;
            this.d      = d;
            time        = istate.time;
            instance    = istate.instance; // local copy
            primitiveID = istate.id;
            hitU        = istate.u;
            hitV        = istate.v;
            hitW        = istate.w;
            // get matrices for current time
            o2w = instance.getObjectToWorld(time);
            w2o = instance.getWorldToObject(time);

            if (previous == null)
            {
                diffuseDepth    = 0;
                reflectionDepth = 0;
                refractionDepth = 0;
            }
            else
            {
                diffuseDepth    = previous.diffuseDepth;
                reflectionDepth = previous.reflectionDepth;
                refractionDepth = previous.refractionDepth;
                server          = previous.server;
                map             = previous.map;
                rx      = previous.rx;
                ry      = previous.ry;
                this.i += previous.i;
                this.d += previous.d;
            }
            behind        = false;
            cosND         = float.NaN;
            includeLights = includeSpecular = true;
            qmcD0I        = QMC.halton(this.d, this.i);
            qmcD1I        = QMC.halton(this.d + 1, this.i);
            result        = null;
            bias          = 0.001f;
        }
Пример #24
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        public void add(ShadingState state, IShader shader, Color c)
        {
            if (state.getNormal() == null)
            {
                return;
            }
            depth++;
            Sample s = new Sample();

            s.i    = state.getInstance();
            s.s    = shader;
            s.c    = c;
            s.dx   = state.getRay().dx;
            s.dy   = state.getRay().dy;
            s.dz   = state.getRay().dz;
            s.nx   = state.getNormal().x;
            s.ny   = state.getNormal().y;
            s.nz   = state.getNormal().z;
            s.next = first;
            first  = s;
        }
Пример #25
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 public ShadingState getRadiance(float rx, float ry, int i, Ray r, IntersectionState istate)
 {
     lock (lockObj)
     {
         scene.trace(r, istate);
         if (istate.hit())
         {
             ShadingState state = ShadingState.createState(istate, rx, ry, r, i, this);
             state.getInstance().prepareShadingState(state);
             IShader shader = getShader(state);
             if (shader == null)
             {
                 state.setResult(Color.BLACK);
                 return(state);
             }
             if (_shadingCache != null)
             {
                 Color c = lookupShadingCache(state, shader);
                 if (c != null)
                 {
                     state.setResult(c);
                     return(state);
                 }
             }
             state.setResult(shader.getRadiance(state));
             if (_shadingCache != null)
             {
                 addShadingCache(state, shader, state.getResult());
             }
             return(state);
         }
         else
         {
             return(null);
         }
     }
 }
Пример #26
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 public ShadingState getRadiance(float rx, float ry, float time, int i, int d, Ray r, IntersectionState istate, ShadingCache cache)
 {
     istate.time = time;
     scene.trace(r, istate);
     if (istate.hit())
     {
         ShadingState state = ShadingState.createState(istate, rx, ry, time, r, i, d, this);
         state.getInstance().prepareShadingState(state);
         IShader shader = getShader(state);
         if (shader == null)
         {
             state.setResult(Color.BLACK);
             return(state);
         }
         if (cache != null)
         {
             Color c = cache.lookup(state, shader);
             if (c != null)
             {
                 state.setResult(c);
                 return(state);
             }
         }
         state.setResult(shader.GetRadiance(state));
         if (cache != null)
         {
             cache.add(state, shader, state.getResult());
         }
         checkNanInf(state.getResult());
         return(state);
     }
     else
     {
         return(null);
     }
 }
Пример #27
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 private IShader getShader(ShadingState state)
 {
     return(shaderOverride != null ? shaderOverride : state.getShader());
 }
Пример #28
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 private IShader getPhotonShader(ShadingState state)
 {
     return((shaderOverride != null && shaderOverridePhotons) ? shaderOverride : state.getShader());
 }
Пример #29
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 public void prepareShadingState(ShadingState state)
 {
     primitives.prepareShadingState(state);
 }
Пример #30
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 public void prepareShadingState(ShadingState state)
 {
     state.getInstance().prepareShadingState(state);
 }